Relationships
“ | Suffering strengthens the bond! | „ |
~ The Academic |
One of the most important tasks in Darkest Dungeon II is managing heroes' relationships with one another, which can greatly affect their effectiveness in combat. Heroes' opinions of each other are indicated with /
Affinity points. Affinity points can
increase or
decrease for a wide variety of reasons, including combat interactions,
Stress-related effects, Node choices, and using Inn Items.
When leaving the Inn at the beginning of a new Region, heroes' affinity may cause them to form positive or negative relationships with one another, which can significantly buff or debuff their skills respectively. Relationships last for one region in Confessions mode, or five days in
Kingdoms mode.
Affinity
Each pair of heroes has their own affinity value, measured from 0 to 20. Higher affinity increases the chance for a positive relationship, and lower affinity increases the chance of a negative one. Each pair of heroes initially starts with 9 .
Increasing Affinity
Affinity will be increased throughout the expedition in different ways. Heroes can increase Affinity with Inn Items with a 10% chance to CRIT for double the amount, randomly on the road, in combat and by making decisions at the nodes. The player must strategize around this options as keeping affinity high and consequently having Positive Relationships will greatly increase the chances of a succesful expedition.
Combat
During combat, both supporting allies and attacking while near them will increase affinity. There is no way of knowing when this will occur and it is completely random, having low stress further increases the chance for Positive affinity gain.
Buffing allies with skills or combat items.
Healing allies who have low
HP or are on
Death's Door.
Reducing allies' stress.
Guarding allies who have low
HP or are on
Death's Door.
Move or use movement skills (only when low stress).
- Attacking the same enemy. For this to be activated, the two actions must be consecutive.
- Attack an enemy with a debuff or
Combo set by an ally. (Must be consecutive).
- Attacking an enemy that has attacked an ally. (Must be consecutive).
Inn Items
Many Inn Items can increase the affinity between heroes, however most have a chance of lowering it. The player must strategize around these items and always keep in mind the risk of losing affinity. Increasing Affinity has a 10% chance to CRIT, doubling the amount of pips gained.
Nodes
When two or more heroes share the same or similar decision, they will gain +1 .
Losing Affinity
As well as gaining affinity, Affinity can be lost randomly during the road, in combat or by making decisions at nodes. The player should try to reduce the chances of losing
Affinity and prevent heroes from developing negative relationships as this will make combat more dangerous, disrupt the player's strategy and make heroes less effective overall.
In Kingdoms, heroes are guaranteed to lose 3 Affinity at the end of a positive relationship. This effect persists even if affected heroes are not in the current inn.
Combat:
During combat there is a chance that the heroes will react negatively to other heroes' actions. The player will be able to know when this happens with a blue indicator showing which hero will lose affinity. High stress will increase the chances of this Negative Affinity loses.
Heal another ally when the hero is low HP or in Deaths door.
Reducing the stress of an ally when the hero is under high stress.
Guard an ally when the hero is low HP or Death's Door.
Move or use movement skills (only when high stress)
Nodes
When two or more heroes do not share the same decision, they will lose -1 to -2 Affinity.
Relationships
Upon leaving the Inn and embarking to the next Region, each pair of heroes will have a chance to form relationships depending on their Affinity. Clicking on each of the relationships will reveal them showing the name of the Relationship, the pair of the heroes that have them and the corresponding Blessed/Cursed skill. Once all Relationships are revealed the heroes can continue the Expedition.
The first Inn will have a -10% chance of Positive/Negative Relationship, making it very to form any kind of Relationship unless the player gets items that increase the affinity, Quirks that increase chances of Relationships and a lot of luck.
Along with all the Buffs/Debuffs from Relationships the Blessed and Cursed skills will change the skills of the heroes Giving them a new random unique effect for the corresponding Relationship.
Blessed Skills of one hero will give a random buff to the partner. The Skill is chosen at random and the player can choose to equip the skill or not.
Cursed skills of one hero will give a negative debuff to the partner. Cursed skills have a triple priority over Mastered Skills and are automatically equiped on the hero, the player cannot remove them, and they act as a penalty for letting the heroes have Negative Relationships.
Each one of the Relationships has different buffs and debuffs. They will be listed below.
Positive Relationships
As the name suggests, Positive Relationships will help and increase the combat effectiveness of our heroes. The player must try to keep the relationships of all his heroes positive.
Each relationship will give different buffs to the Blessed Skills and will have act-outs unique to that relationship.
Respectful
“ | Tried and tested. A bond to be counted on! | „ |
Hopeful
“ | Aspiration unites the hopeful! | „ |
BLESSED SKILL BUFFS | ACT OUT | |
---|---|---|
Partner: | Chance for a hero to give their partner massive buffs to all stats. | |
Chance for the partner to -5 ![]() ![]() | ||
Random Stress healing barks during combat. |
Amorous
“ | While the heart still beats, desire will never die. | „ |
Negative Relationships
On the other hand Negative Relationships will disrupt and reduce the combat effectiveness of our heroes while also blocking and forcing the hero to use a skill The player may not want to use. Increasing the affinity will reduce the chances of getting Negative Relationships
Each relationship will give different debuffs to the Cursed skills and will have act-outs unique to that relationship.
Suspicious
“ | Narrowed eyes, muttered threats. All trust is lost. | „ |
CURSED SKILLS DEBUFF | ACT OUT |
---|---|
Partner:![]() ![]() |
Random Stress dealing barks during combat. |
Envious
“ | Each covets what the other has and plots to take it. | „ |
CURSED SKILLS DEBUFF | ACT OUT |
---|---|
Partner: 1 ![]() |
Random Stress dealing barks during combat. |
Hateful
“ | Cruelty and callousness have claimed dominion here. | „ |
CURSED SKILLS DEBUFF | ACT OUT |
---|---|
Partner:![]() |
Chance for a hero to hit their partner during an attack. Dealing damage to the partner. |
Random Stress dealing barks during combat. |
Resentful
“ | Resentment, the slowest and deadliest poison of them all. | „ |
CURSED SKILLS DEBUFF | ACT OUT | |
---|---|---|
Partner:![]() |
Partner:![]() |
Random Stress dealing barks during combat. |
Trivia
- Before the relationships overhaul "The Void Between us" The two relationships Tumultuous and Inseparable were playable and functional, however they have been removed from the game and it is not known if they will be reintroduced.